refactor(matching): IMatchingResolver shared by every do_matching family

SoloDefaultsToScripted was only consulted by ArenaTwoPickBattleController;
RankBattleController did its own inline pair-up + state-code mapping and
ignored the flag entirely. Result: turning on the flag globally only
short-circuited TK2 polls, while rank-battle polls still parked for the
PvpFirstThenAiFallback threshold (15s) before resolving — surfaced today
when the user set the flag and saw rank-battle still queue, then bot-
battle via the client-side AI (not the server-side Scripted lifecycle we
need to test WS traffic against).

New IMatchingResolver owns the cross-cutting decisions:
- honor scriptedOptIn (per-request) OR options.SoloDefaultsToScripted
  (process-wide) — bypass pair-up, register Scripted, return 3004
- otherwise call IMatchingPairUpService.TryPairAsync and translate the
  PairUpResult to the 3002/3004/3007/3011 vocabulary

Family controllers shed the duplicated logic:
- ArenaTwoPickBattleController: ~50 LOC → ~25; preserves ?scripted=1
  query opt-in (parsed permissively for "1"/"true") and the
  ArenaTwoPickException catch
- RankBattleController: ~30 LOC → ~12; preserves the 3001 mapping for
  InvalidOperationException (no deck for format) and card_master_id
  emission

DoMatchingContractTests is the durable enforcement: parametrized over
TK2 + rotation + unlimited rank, asserts SoloDefaultsToScripted=true
makes every family's first poll skip 3002 and return SUCCEEDED with a
battle_id + node_server_url. Adding a fourth family that forgets to
route through IMatchingResolver fails this test — that's the point.

MatchingResolverTests covers the six resolver paths in isolation with
mocks; per-test Harness locals (not fixture-level fields) because the
assembly is [Parallelizable(ParallelScope.All)] and shared mocks race.

957 tests passing (was 948; +9: 6 resolver + 3 contract parametrizations).
No regressions in the existing TK2 / rank-battle controller suites.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-02 15:18:48 -04:00
parent 9f11896f7b
commit 672a89ed46
7 changed files with 392 additions and 88 deletions

View File

@@ -11,23 +11,17 @@ namespace SVSim.EmulatedEntrypoint.Controllers;
public class ArenaTwoPickBattleController : SVSimController
{
private readonly IArenaTwoPickService _svc;
private readonly IMatchingBridge _matching;
private readonly IMatchContextBuilder _matchContextBuilder;
private readonly IMatchingPairUpService _pairUp;
private readonly BattleNodeOptions _battleNodeOptions;
private readonly IMatchingResolver _resolver;
public ArenaTwoPickBattleController(
IArenaTwoPickService svc,
IMatchingBridge matching,
IMatchContextBuilder matchContextBuilder,
IMatchingPairUpService pairUp,
BattleNodeOptions battleNodeOptions)
IMatchingResolver resolver)
{
_svc = svc;
_matching = matching;
_matchContextBuilder = matchContextBuilder;
_pairUp = pairUp;
_battleNodeOptions = battleNodeOptions;
_resolver = resolver;
}
[HttpPost("do_matching")]
@@ -37,59 +31,21 @@ public class ArenaTwoPickBattleController : SVSimController
CancellationToken ct = default)
{
if (!TryGetViewerId(out var vid)) return Unauthorized();
// Accept "1" or "true" (case-insensitive) as opt-in for the legacy Scripted path.
// ASP.NET's default bool binder rejects "1", so do a permissive parse here.
// The server-side BattleNodeOptions.SoloDefaultsToScripted flag is the other
// route — it bypasses pair-up for every solo poll, useful when the live client
// (which can't append query params) needs a Scripted match.
var useScripted = (scripted is not null
&& (scripted == "1" || string.Equals(scripted, "true", StringComparison.OrdinalIgnoreCase)))
|| _battleNodeOptions.SoloDefaultsToScripted;
// Accept "1" or "true" (case-insensitive) as per-request opt-in for the Scripted
// path. ASP.NET's default bool binder rejects "1", so parse permissively here.
// BattleNodeOptions.SoloDefaultsToScripted is the process-wide equivalent and is
// applied inside the resolver.
var scriptedOptIn = scripted is not null
&& (scripted == "1" || string.Equals(scripted, "true", StringComparison.OrdinalIgnoreCase));
try
{
var ctx = await _matchContextBuilder.BuildForTwoPickAsync(vid);
if (useScripted)
{
var scriptedMatch = _matching.RegisterBattle(
new SVSim.BattleNode.Bridge.BattlePlayer(vid, ctx),
p2: null,
SVSim.BattleNode.Sessions.BattleType.Scripted);
return Ok(new DoMatchingResponseDto
{
MatchingState = 3004,
BattleId = scriptedMatch.BattleId,
NodeServerUrl = scriptedMatch.NodeServerUrl,
});
}
var paired = await _pairUp.TryPairAsync(
"arena_two_pick_battle",
new SVSim.BattleNode.Bridge.BattlePlayer(vid, ctx),
ct);
if (paired is null)
{
// 3002 = RC_BATTLE_MATCHING_RETRY: client polls again. 3001 is ILLEGAL
// and shows an error dialog on the client side. node_server_url must be
// present (the client's DoMatchingBase.SettingDoMatchingData calls
// .ToString() on it without a Keys.Contains guard); prod sends "" while
// waiting and the real URL only on SUCCEEDED. battle_id stays absent
// (its accessor IS guarded).
return Ok(new DoMatchingResponseDto
{
MatchingState = 3002,
NodeServerUrl = "",
});
}
// Owner (first arriver, cache hit) gets 3007 = RC_BATTLE_MATCHING_SUCCEEDED_OWNER;
// joiner (second arriver who triggered the pair) gets 3004 = RC_BATTLE_MATCHING_SUCCEEDED.
// See PairUpResult docs for why this split is observationally inert in TK2 today.
var r = await _resolver.ResolveAsync("arena_two_pick_battle", new BattlePlayer(vid, ctx), scriptedOptIn, ct);
return Ok(new DoMatchingResponseDto
{
MatchingState = paired.IsOwner ? 3007 : 3004,
BattleId = paired.Match.BattleId,
NodeServerUrl = paired.Match.NodeServerUrl,
MatchingState = r.MatchingState,
BattleId = r.BattleId,
NodeServerUrl = r.NodeServerUrl,
});
}
catch (ArenaTwoPickException ex)

View File

@@ -23,23 +23,20 @@ namespace SVSim.EmulatedEntrypoint.Controllers;
[Authorize(AuthenticationSchemes = SteamAuthenticationConstants.SchemeName)]
public sealed class RankBattleController : ControllerBase
{
private readonly IMatchingPairUpService _pairUp;
private readonly IMatchingBridge _bridge;
private readonly IMatchingResolver _resolver;
private readonly IBattleSessionStore _sessionStore;
private readonly IMatchContextBuilder _ctxBuilder;
private readonly IBotRoster _botRoster;
private readonly ILogger<RankBattleController> _log;
public RankBattleController(
IMatchingPairUpService pairUp,
IMatchingBridge bridge,
IMatchingResolver resolver,
IBattleSessionStore sessionStore,
IMatchContextBuilder ctxBuilder,
IBotRoster botRoster,
ILogger<RankBattleController> log)
{
_pairUp = pairUp;
_bridge = bridge;
_resolver = resolver;
_sessionStore = sessionStore;
_ctxBuilder = ctxBuilder;
_botRoster = botRoster;
@@ -135,33 +132,16 @@ public sealed class RankBattleController : ControllerBase
return Ok(new DoMatchingResponseDto { MatchingState = 3001, NodeServerUrl = "" });
}
var paired = await _pairUp.TryPairAsync(mode, new BattlePlayer(vid, ctx), ct);
if (paired is null)
{
// Parked. 3002 RETRY. node_server_url must be present as empty string —
// client's DoMatchingBase parser calls .ToString() without a guard.
return Ok(new DoMatchingResponseDto
{
MatchingState = 3002,
NodeServerUrl = "",
});
}
// Owner cache-pickup → 3007 (PvP) or 3011 (AI fallback).
// Joiner (only PvP) → 3004.
var state = paired switch
{
{ IsAiFallback: true } => 3011,
{ IsOwner: true } => 3007,
_ => 3004,
};
// Rank battle has no ?scripted=1 query opt-in (no live capture has shown such a
// param on the rank URLs). The process-wide BattleNodeOptions.SoloDefaultsToScripted
// toggle is the only scripted entry point and is honored inside the resolver.
var r = await _resolver.ResolveAsync(mode, new BattlePlayer(vid, ctx), scriptedOptIn: false, ct);
return Ok(new DoMatchingResponseDto
{
MatchingState = state,
BattleId = paired.Match.BattleId,
NodeServerUrl = paired.Match.NodeServerUrl,
MatchingState = r.MatchingState,
BattleId = r.BattleId,
NodeServerUrl = r.NodeServerUrl,
// Placeholder per spec § Out of scope — per-battle card-master split is deferred.
CardMasterId = 0,
});

View File

@@ -0,0 +1,54 @@
using SVSim.BattleNode.Bridge;
namespace SVSim.EmulatedEntrypoint.Matching;
/// <summary>
/// Single source of truth for how a <c>/do_matching</c> request is resolved into a wire
/// matching_state + battle_id + node_server_url across every battle family.
/// <para>
/// Lives here (and not on each controller) because the resolution rules are the same
/// regardless of which URL family carried the request:
/// </para>
/// <list type="number">
/// <item>Honor the dev-affordance scripted opt-in (route flag and/or
/// <see cref="BattleNodeOptions.SoloDefaultsToScripted"/>) — bypass pair-up,
/// register a Scripted match, return immediately.</item>
/// <item>Otherwise consult <see cref="IMatchingPairUpService"/> and translate the
/// resulting <see cref="PairUpResult"/> into a wire matching_state per the
/// 3002 / 3004 / 3007 / 3011 vocabulary.</item>
/// </list>
/// <para>
/// Family-specific details (DTO shapes, family-specific request fields like
/// <c>card_master_id</c>, error-mapping like rank-battle's 3001 on a missing deck) stay
/// on the controllers. The resolver only owns the cross-cutting "did the flag win, did
/// pair-up resolve, what's the state code" decision.
/// </para>
/// </summary>
public interface IMatchingResolver
{
/// <param name="mode">
/// The matching-mode key the resolver passes through to
/// <see cref="IMatchingPairUpService.TryPairAsync"/> — one of the
/// <see cref="ModePolicy"/> registry's mode names (e.g. <c>"arena_two_pick_battle"</c>,
/// <c>"rotation_rank_battle"</c>, <c>"unlimited_rank_battle"</c>).
/// </param>
/// <param name="player">Caller's <see cref="BattlePlayer"/> (viewer-id + built MatchContext).</param>
/// <param name="scriptedOptIn">
/// Per-request opt-in from a controller-specific signal (e.g. TK2's <c>?scripted=1</c>
/// query param). OR'd with <see cref="BattleNodeOptions.SoloDefaultsToScripted"/>;
/// either being true short-circuits to a Scripted match.
/// </param>
Task<MatchingResolution> ResolveAsync(
string mode,
BattlePlayer player,
bool scriptedOptIn,
CancellationToken ct);
}
/// <summary>
/// Wire-level outcome of a <c>/do_matching</c> resolution. Always carries a non-null
/// <see cref="NodeServerUrl"/> — empty string while parked (3002), real URL on resolution —
/// because the client's <c>DoMatchingBase.SettingDoMatchingData()</c> calls
/// <c>.ToString()</c> on the wire field without a <c>Keys.Contains</c> guard.
/// </summary>
public sealed record MatchingResolution(int MatchingState, string? BattleId, string NodeServerUrl);

View File

@@ -0,0 +1,63 @@
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Sessions;
namespace SVSim.EmulatedEntrypoint.Matching;
/// <inheritdoc cref="IMatchingResolver"/>
public sealed class MatchingResolver : IMatchingResolver
{
private readonly IMatchingBridge _bridge;
private readonly IMatchingPairUpService _pairUp;
private readonly BattleNodeOptions _options;
public MatchingResolver(
IMatchingBridge bridge,
IMatchingPairUpService pairUp,
BattleNodeOptions options)
{
_bridge = bridge;
_pairUp = pairUp;
_options = options;
}
public Task<MatchingResolution> ResolveAsync(
string mode,
BattlePlayer player,
bool scriptedOptIn,
CancellationToken ct)
{
// Dev-affordance short-circuit. Either a per-request flag (e.g. ?scripted=1) or the
// process-wide BattleNodeOptions.SoloDefaultsToScripted toggle puts us here.
// Registers a Scripted match (server-side scripted opponent in BattleSession) and
// returns matching_state=3004 SUCCEEDED so the client opens the WS and proceeds.
if (scriptedOptIn || _options.SoloDefaultsToScripted)
{
var m = _bridge.RegisterBattle(player, p2: null, BattleType.Scripted);
return Task.FromResult(new MatchingResolution(3004, m.BattleId, m.NodeServerUrl));
}
return ResolveViaPairUpAsync(mode, player, ct);
}
private async Task<MatchingResolution> ResolveViaPairUpAsync(string mode, BattlePlayer player, CancellationToken ct)
{
var paired = await _pairUp.TryPairAsync(mode, player, ct);
if (paired is null)
{
// Parked. matching_state 3002 RETRY. node_server_url MUST be present as empty
// string (the client unguarded-.ToString()s it before consulting matching_state).
return new MatchingResolution(3002, BattleId: null, "");
}
// 3011 = AI_BATTLE_MATCHING_SUCCEEDED (PvpFirstThenAiFallback policy's threshold fired)
// 3007 = RC_BATTLE_MATCHING_SUCCEEDED_OWNER (first arriver, cache pickup)
// 3004 = RC_BATTLE_MATCHING_SUCCEEDED (joiner — triggered the pair)
var state = paired switch
{
{ IsAiFallback: true } => 3011,
{ IsOwner: true } => 3007,
_ => 3004,
};
return new MatchingResolution(state, paired.Match.BattleId, paired.Match.NodeServerUrl);
}
}

View File

@@ -138,6 +138,10 @@ public class Program
new ModePolicy("unlimited_rank_battle", PolicyKind.PvpFirstThenAiFallback),
}));
builder.Services.AddSingleton<IMatchingPairUpService, InProcessPairUp>();
// Single resolver shared by every /do_matching family controller. Owns the scripted-
// flag short-circuit + the pair-up → matching_state mapping. Singleton: stateless,
// all deps are singletons too.
builder.Services.AddSingleton<IMatchingResolver, MatchingResolver>();
// Phase 3: bot roster used by RankBattleController.AiStart to compose oppo_info.
// Transient because BotRoster depends on the transient IGlobalsRepository.
builder.Services.AddTransient<IBotRoster, BotRoster>();
@@ -156,7 +160,7 @@ public class Program
});
var app = builder.Build();
// Update database (skipped for non-relational providers, e.g. InMemory in tests, and
// skipped under the "Testing" environment where the test fixture has already called
// EnsureCreated against a SQLite in-memory DB — the Postgres migrations would fail there).